fix(emu): remove GAMEPAD_ENABLED const flag
continuous-integration/drone/push Build is passing Details

This commit is contained in:
Rekai Nyangadzayi Musuka 2021-09-09 11:09:23 -03:00
parent db012c7f4b
commit 318a6e0386
1 changed files with 5 additions and 11 deletions

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@ -11,7 +11,6 @@ pub const SM83_CYCLE_TIME: Duration = Duration::from_nanos(1_000_000_000 / SM83_
pub const CYCLES_IN_FRAME: Cycle = Cycle::new(456 * 154); // 456 Cycles times 154 scanlines pub const CYCLES_IN_FRAME: Cycle = Cycle::new(456 * 154); // 456 Cycles times 154 scanlines
pub(crate) const SM83_CLOCK_SPEED: u64 = 0x40_0000; // Hz which is 4.194304Mhz pub(crate) const SM83_CLOCK_SPEED: u64 = 0x40_0000; // Hz which is 4.194304Mhz
const DEFAULT_TITLE: &str = "DMG-01 Emulator"; const DEFAULT_TITLE: &str = "DMG-01 Emulator";
const GAMEPAD_ENABLED: bool = true;
pub fn init(boot_path: Option<&str>, rom_path: &str) -> Result<SM83> { pub fn init(boot_path: Option<&str>, rom_path: &str) -> Result<SM83> {
let mut cpu = match boot_path { let mut cpu = match boot_path {
@ -37,13 +36,11 @@ pub fn run(
) -> Cycle { ) -> Cycle {
let mut elapsed = Cycle::new(0); let mut elapsed = Cycle::new(0);
if GAMEPAD_ENABLED {
if let Some(event) = gamepad.next_event() { if let Some(event) = gamepad.next_event() {
joypad::handle_gamepad_input(game_boy.joypad_mut(), event); joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
} }
}
joypad::handle_keyboard_input(game_boy.joypad_mut(), input); joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
while elapsed < target { while elapsed < target {
elapsed += game_boy.step(); elapsed += game_boy.step();
} }
@ -54,12 +51,9 @@ pub fn run(
pub fn run_frame(game_boy: &mut SM83, gamepad: &mut Gilrs, input: &WinitInputHelper) -> Cycle { pub fn run_frame(game_boy: &mut SM83, gamepad: &mut Gilrs, input: &WinitInputHelper) -> Cycle {
let mut elapsed = Cycle::new(0); let mut elapsed = Cycle::new(0);
if GAMEPAD_ENABLED {
if let Some(event) = gamepad.next_event() { if let Some(event) = gamepad.next_event() {
joypad::handle_gamepad_input(game_boy.joypad_mut(), event); joypad::handle_gamepad_input(game_boy.joypad_mut(), event);
} }
}
joypad::handle_keyboard_input(game_boy.joypad_mut(), input); joypad::handle_keyboard_input(game_boy.joypad_mut(), input);
while elapsed < CYCLES_IN_FRAME { while elapsed < CYCLES_IN_FRAME {
elapsed += game_boy.step(); elapsed += game_boy.step();